MRCAcct wrote:(or thoughts by a Rules Lawyer)
Uh oh... 
Star Frontiers, Star Warriors, Car Wars, OGRE, Star Fleet Battles (not Federation Commander), Silent Death, Babylon 5 Wars, Battletech (briefly), Babylon 5 ACTA, Starmada, Task Force Zeta, Starfire, Full Thrust. (Think that's all.)
Oh no... you opened the "List of Games Played" box...
If you focus ONLY on starship/starfighter tactical games: FASA's Star Trek Starship Tactical Combat Simulator was my first exposure, via the Star Trek RPG. From there, I was hooked. Moved on to Silent Death, Star Strike, Star Warriors, Full Thrust, A Sky Full Of Stars, Star Fleet Battles/Federation Commander, Star Frontiers, Noble Armada, Bab5 (ACTA), never actually played B5W but I do have AoG's Turning Point Fleet Action game, Battlestar Galactica and The Last Starfighter (FASA, both essentially the same game), Star Blazers, Battlefleet Gothic, Hard Vacuum, Arclight, Squadron Strike, even the Spelljammer War Captain's Companion, not to mention a host of online-only rulesets like Minimal Space Combat, Generic Space Combat II, and Slag!. I'm probably missing some.
I do feel that some things are still missing - Regeneration (I mean, what's good sci-fi without organic ships right?), AE screens (I love them and hate them at the same time), expanded tech levels (+/-2 just seems kind of restrictive), Starship/Fighter exclusive weapons (What do you mean that spinal mounted ship-killer cannon targeted my highly agile fighter flight?!), traits that affect Screens, and Cinematic Movement as an optional movement rule.
Regeneration will probably be back sooner rather than later. Honestly, I was running out of room.
AE Screens -- you mean "X number of shield points which you assign to the various defensive arcs"?
Expanded Tech Levels -- I have no objection to these in principle. You mean having more than 2 levels up/down, and not more than a max of 200% and minimum of 50%, right?
Starship/Fighter Exclusive -- will be back.
Traits that affect Screens -- need playtesting.
Cinematic Movement -- I figured it was encompassed by the rules for Etheric Drag and Graded Turns, but I'm happy to put together something "official".
And then there's the things I'm terribly divided on - 4 vs 6 defensive arcs (love it & hate it), the range-based/variable ROF/IMP/DMG traits and increased hits/IMP (it a flexibility vs complicated issue to me), Anti-Fighter Batteries (like the Starmada X concept, but don't think that they alone would cut it in a more fighter/seeker-heavy universe) - maybe allowing more than 1 occurrence of them (2 AFB means 2 fighter kills on a 1? Would require a bit of recosting).
4 defensive arcs -- you can thank/blame Ken Burnside for that one. Frankly, if I hadn't settled on 4 arcs, there wouldn't be any at all. Six was just too much. I like 4, and it's not fiddly at all in practice... I was convinced after playtesting Grand Fleets on a hexgrid (which only has four arcs for both weapons and defense).
Anti-fighter batteries are simply a re-implementation of the rule prior to Admiralty. I decided there was no need to have "active" AFBs, since you could just design a range-3 weapon with Dfn/Pnp to achieve the same result.
And things that I think could be removed - probes and shuttlecraft; concepts brought in with the SFU and have a bit more of a specialized feel to them (more cinematic and less tactical).
I like the tactical use of probes -- suggested by someone on this forum whose name escapes me. But yeah, shuttlecraft are there for simulation purposes, and not much else.
Thanks for your comments!